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o Barão

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Everything posted by o Barão

  1. Not interested. Ships flaws don't bother me at all. I simply ignore all of them. When I want to refit or scrap, then I can waste some time to see what are the ships in the class worth it to refit or scrap, or maybe sell to other nations.
  2. I understand perfectly, and I am Portuguese, so if you speak in Spanish most likely I also understand. The things you are asking it can be possible to edit with the right tools, digging the resource assets. I am just editing the text base files, so I am not the right man for the job.
  3. Patches ago, maybe one year already? The devs implemented a change where the AI ships would imitate the target speed and form battle lines. Now this is very good if we are talking about BB vs BB, the issue is like most AI parameters in game, this one is also universal and applied to all ships, so when you see that happening you already know why. And yes, I mention this issue sometimes already to the devs.
  4. The collision avoid mechanic is the same as vanilla in relation to friendly ships. I suggest you to play the vanilla game for a while to know how it plays, just so you understand what are my limits. You are using AI divisions. I understand why some players do this, but I never use them, and I prefer to control everything. This way I prevent any possible issues with divisions movements.
  5. You are asking if it is possible to limit the campaign years? I don't think so. But you can always choose when to start and when to end. Most of my campaigns are always around 1890-1920. My favorite time period.
  6. I need a link I can read about that, to be used as a reference. By the way, the values I applied are using the data from the Bismarck as a reference, and that is a modern BB. To compare one engine to another old one running on coal can lead to some issues. Will never be perfect. The data from the Bismarck is available on the mod description (pdf) Also, not only the coal, but the weight of the boiler feedwater stored is important.
  7. I don't have experience in editing save files. I really have no idea if it is possible to change the ship guns from the save file. Maybe it is, but the issue is to fit the new guns when the refit happens, right? So I don't know how editing the save file could help you anyway. Maybe other user can help you with that.
  8. Not really, but I can explain in details what is happening. The modifiers we have available are universal and will be applied in the same way for all eras. It does not matter if it is 1890 or 1950, it is always the same, and this is an issue. The reason for not being possible is the main division in NAR is ordered to have smooth angles of approach to the target the moment it is in range of the main guns, and all the others divisions have limit ranges to how much far away they can sail away from the main division. In NAR this is limited to only 3km for the independent divisions and to a maximum 5km to the screen divisions. So I can guarantee to you if you set a custom battle around 1940 with initial starting distances around 25km, it will take some time until the fleets gets close to each other. (both being controlled by the AI) But in 1890, the initial starting ranges for a battle are way low, but the modifiers values are the same, so now is possible to see divisions fighting each other at close ranges already from the start.
  9. BETA v4.0.6 N.A.R. changelog: Updated to UAD 1.4.0.9 Opt x4 The traditional battle formations will be used. I will not support two mod versions. But for anyone interested in editing the files, these are the values I was using. #,,Ai Division,,,,,,, division_ships_from,2,"starting min amount of ships in division (can be less, if not enough ships)",3,,,,,, division_ships_to,4,starting max amount of ships in division,5,,,,,, spread_close,0.85,distance between ships range modifier for close spread,0.8,,,,,, spread_far,1.15,distance between ships range modifier for far spread,2,,,,,, initial_follow,0,percent of division following flagman at start of battle,0,0,,,,, initial_scout,0,percent of division scouting flagman at start of battle,15,25,,,,, initial_screen,0,percent of division screening flagman at start of battle,0,0,,,,, initial_line,0,chance to have division in line formation (not column as usual),30,30,,,,, division_following_gap,300,range between ships in same division,100,,,,,, scout_range,3000,range to ally for scout order,,,,,,, screen_range,1500,range to ally for scout order,400,,,,,, follow_range,750,range to ally for follow order,300,,,,,, ai_independent_range_away,13000,range limit for ai's independent divisions,3000,,,,,, scout_range_away,6000,limit of range for scouting fleet to go away from ally,,,,,,, screen_range_away,5000,limit of range for screening fleet to go away from ally,1000,,,,,, optimal_battle_range_mulitplier,0.999,multiplier for optimal AI battle range when in division,1,,,,,, max_battle_lines_spread,2000,,,,,,,, min_battle_lines_spread,1500,,,,,,,, #,,Ai Ship,,,,,,, general_retreat_threshold,0.00125,ratio of own fleet's power to enemy to start general fleet retreat (keep lower than battle_avoid_threshold),0.5,,,,,, division_retreat_threshold,0.1,threshold to start division retreat for division's estimated damage (average median),0.3,,,,,, torpedo_evade_range,1500,"torpedo spotting range for evasion, half of it is used for torpedo prediction",800,test: 2000 or lower,,,,, approach_clamp,0.1,Lmit of direction/away approach angle for ship's far away. Must not be >1. The bigger the sharper turns to reach the desired distance.,0.5 [0.3~1],,,,,, approach_clamp_torpedoes,0.99,Approach logic for ships armed with torpedoes. The bigger the sharper turns to reach the desired distance.,,,,,,, approach_clamp_no_guns,0.7,"Same, but if too far to shoot guns. The bigger the sharper turns to reach the desired distance.",0.95 [0.3~1],0.17,,,,, ai_aggressiveness_exp_factor,1,"The bigger the number, the more profound the effect of AI personality. Very big values can bring ships to min or max ranges often. This is a power factor, it must not be a high number or very small number.",,,,,,, ai_power_exp_factor,1,Ai estimation of power modifier. Modifier that increases the evaluated power of AI. Needs caution for not overflow or values that can be negligible at long distance.,,,,,,, ai_risk_exp_factor,1,The bigger the value the less confident becomes the AI to approach. Modifier that increases the evaluated power of human. Needs caution for not overflow or values that can be negligible at long distance.,,,,,,, ai_distance_mod,0.5,Control the optimal engage distance of AI. A modifier which determines the overall desired distance of AI.,,,,,,, #,,Extra division params,,,,,,, enemyShipsCollideDistanceModifier,0,Evasion Distance Modifier against Enemy Ships,,,,,,,
  10. port_damage_factor,0.1,How much damage is dealt in successful Port Strike missiions modifier,,,,,,, port_damage_max_threshold,0.25,Max % of Port Damage in Port Strike mission,,,,,,, Effectiveness of invasions I have no idea.
  11. Using the AI-Swarm tactics version? That is to be expected. Use the other version or control all your ships.
  12. @Nick Thomadis can we discuss the AI behavior parameters in the battlefield? I would like to point the issues and limitations and suggest what can be improved. AI independent formations crashing with others at max limit. ai_independent_range_away, modifier This modifier will be applied to all divisions like they are the same. It is universal, and there is where the problems arise. It will cause situations where the many different divisions will bump each other and be vulnerable against enemy fire without using the firepower at full potential. Possible solution: To set an independent range away modifier for each class. This way, it is possible to use different values to keep the AI formations apart from each other. ai_independent_range_away_BB ai_independent_range_away_BC ai_independent_range_away_CA ai_independent_range_away_CL ai_independent_range_away_DD ai_independent_range_away_TB Rushing the player. approach_clamp_torpedoes, modifier Similar issue with the previous one. It is universal. I like to set a high value to see the TBs and DDS rushing and swarming the player, the problem here is because it is universal value will force any AI ship with torpedoes to rush forward like maniacs even if it is better to keep the battle line intact. Possible solution: To set an independent modifier per class. approach_clamp_torpedoes_BB approach_clamp_torpedoes_BC approach_clamp_torpedoes_CA approach_clamp_torpedoes_CL approach_clamp_torpedoes_DD approach_clamp_torpedoes_TB The issue with scout formations. If they are in the wrong side of the formation, they will never help the main formation with the defense, no matter how much freedom I gave to them (scout_range_away modifier) I can mitigate this issue by using small base values, like 1000 meters, so they will follow the main formation in a close pattern, but this is not perfect. Ideally they should be able to switch sides to where is the enemy and protect the main force. Individual survival AI behavior is missing. The moment a ship gets heavily damaged will turn to the side and sail to the end of the formation. Ideally, if it gets 50% below HP structure or floating, the AI ship should immediately apply these commands. - Split from the division.(create a new individual division for this ship) - Order the retreat. - Use smoke (if available) To try to run away and live to fight another day. To farm useless bots that don't know when it is the right moment to leave is not fun and only serves the purpose to make the AI weaker in the long run in the campaign. Small AI ships imitating the target speed. This was implemented patches ago and is great when we are talking about BB vs BB, the problem is when we are talking about DDs and TBs. Many times I will see the AI ship launching the torpedoes in the water but not rushing forward to let the other ship in the division in the back to get into position to launch the torpedoes, instead they will run in a parallel course to the target, trading shot like they were BB. This behavior needs to be exclusive to capital ships. Small ships need to be rushing all the time in the frontline, to make it harder to hit them and to make the other ships in the division reach a position where they can launch the torpedoes. Chasing the player modifier is missing. If the player starts to run away from the battlefield, the AI will not know what to do. So a new modifier is needed to force the AI to understand that needs to get close for the kill. As an example. approach_playerleaving (if the target is sailing around 70º-110º degrees, in relation to the AI ship position) I really hope to see improvements in this area. After many years fighting the AI in this game, I must say it can only be used to please the casual player. Any experienced player will know the AI limitations and how to exploit them. This small changes can be used to make the battles much more interesting, challenging and fun to play around.
  13. BETA v4.0.5 N.A.R. changelog: Swarm tactics or traditional battle formations? Choose your poison. Experimental, two ways to play the game. In the download link, the player will find 2 new folders. AI-Swarm tactics and AI-Traditional Battle formations Choose one and download the resource.assets file In swarm tactics, all the AI ships armed with torpedoes will rush the player. They are free to do what they want. Direct link: https://drive.google.com/file/d/1rFifGenK2IBoMQv5OTlHVYV1QwJQGl5J/view?usp=drive_link In traditional battle formations, the screen, scout and follow formations are activated, and the AI is ordered to behave, and move as a group, without rushing the player. Direct link: https://drive.google.com/file/d/1hDeb1bW74kgqXvD7VNepdI4xjxA6O-Ib/view?usp=drive_link
  14. This is what happens when we set any limit. The AI divisions will clutter in the border. In this case, it was 7km from the main division. I tried many things to keep things interested, but in most cases it was a complete failure. Here is the infamous scout formations. If they are in the wrong side, they will not move to engage the enemies. Does not matter how far I set the limit. Screen formation is a no no. Annoying for the players and the AI does not know how to use them. I tried to apply the follow formation to the AI, and in a mix battle group, with CA, Cls and TBs, the AI choose to have the TBs to follow the BBs. The worst possible choice. It is random. Well, after many hours running tests, this seems to be the best bet. To let the AI run wild, and get close and personal with the player. Swarm tactics at close range. Nasty battles.
  15. Yeah, we really need that. I am thinking about a possibility. To change the approach_clamp_torpedoes value from 0.99 to 0.15. The AI will not rush you with the torpedoes in 1890, but the moment they get 3km or higher, this becomes irrelevant and maybe is an advantage in the long run. Also, does not matter if the AI BB have torpedoes or not, he will know how to behave in the battle line. The problem is if the player is trying to run away from the battle. The AI will not know how to chase the player.
  16. BETA v4.0.4 N.A.R. changelog: More improvements to the AI. approach_clamp,0.05,Lmit of direction/away approach angle for ship's far away. Must not be >1. The bigger the sharper turns to reach the desired distance.,0.5 [0.3~1],,,,,, In vanilla game the value is 0.33 This forces the AI if sailing in a division without torpedoes to make smooth turns in or away from the target. This is particular useful in the pre-dreadnought era to maximize the firepower and to get a target solution for the main guns on the AI ships. Issues: If the AI have torpedoes on board, will behave like they are sailing in torpedo boats, rushing the player like idiots. Nothing I can do. If the player is trying to run away from the AI, the computer will not understand that it is needed a more aggressive approach to chase you. They will rush the target only if they have torpedoes on board. Fun fact, the AI BB tries to avoid the player torpedo boats like a plague, but if is fighting a player BB, will ignore if you have torpedoes or not. Makes sense?
  17. BETA v4.0.3 N.A.R. changelog: Updated to UAD 1.4.0.9 Opt x3 Changes to AI tactical decisions ---About the AI changes--- I want to stress this is experimental, your feedback is important. I don't have many modifiers to play with it, and those are universal and applied to all ship classes. 😞 torpedo_evade_range,1500,"torpedo spotting range for evasion, half of it is used for torpedo prediction",800,test: 2000 or lower,,,,, In vanilla game the value is 13500 (1) approach_clamp_torpedoes,0.9,Approach logic for ships armed with torpedoes. The bigger the sharper turns to reach the desired distance.,,,,,,,In vanilla game the value is 0.455 (2) approach_clamp_no_guns,0.7,"Same, but if too far to shoot guns. The bigger the sharper turns to reach the desired distance.",0.95 [0.3~1],0.17,,,,, In vanilla game the value is 0.4275 (3) 1-In NAR the sonar does nothing to spot torpedoes, so the default value to spot them is used as a reference here (*700 meters). This should help the AI to keep the formations in battle line without the whole fleet going crazy when a torpedo is spotted, however they could be very weak against torpedo attacks. 2-This should help the AI in doing torpedo attack runs against the player, the issue with this is the fact the modifier is universal, and I really don't like to see AI BBs rushing the player only because they have torpedoes. 3-Small change to see if it is possible to improve the time the AI takes to get into battle.
  18. I can't. I try to be as historical accurate whenever is possible, and that hull was never used by the Russians.
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